Index Buffers in OpenGL...
How can I implement index buffers in OpenGL?
I use vertex arrays currently similar to the following code
glClientActiveTextureARB(GL_TEXTURE0_ARB);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(3,GL_FLOAT,sizeof(CVec3),m_vVertices);
glTexCoordPointer(2,GL_FLOAT,sizeof(CVec3),m_vTexCoords);
glClientActiveTextureARB(GL_TEXTURE1_ARB);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2,GL_FLOAT,sizeof(CVec3),m_vTexCoords);
m_pTexMan->_Bind(m_iTexture,0);
glEnable(GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_REPLACE);
m_pTexMan->_Bind(m_iLightMap,1);
glEnable(GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
glDrawArrays(GL_TRIANGLE_STRIP,0,PATCH_VERTICES);
I would like to be able to use an index array to render my triangle strips.
Thanks for the help!
I should probably be working now...
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